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Question by lovelost · Nov 14, 2011 at 09:19 PM · blendershadowlightmappingnoob

(n00b): Lightmap for floor shadows looks correctly oriented in scene view, but rotated maybe 180 degrees in game mode?

Hi everyone. Imported a scene from Blender 2.6 via the built-in fbx importer with Unity 3.5 (non-pro). Added some lights and baked a lightmap, all in Unity. The resulting shadows (on a floor which is a cylinder top from the fbx import) look correct and in place behind the fbx-imported objects in scene mode. Perfect. However on switching to game view (or exporting to an iPad) the shadows are rotated what seems like a little more or less than 180 degrees around. If you imagine the scene is a little like Stonehenge, then in the game view the shadows of the stones are from the stones opposite, but also rotated a little so they aren't directly behind!

The ground shader is just diffuse. The only option I can think of so far is to edit the LightmapFar-0 graphic and manually rotate the part that relates to the cylinder around to fake it, but I wonder if there's an offset or rotation setting that can I can change? Or maybe something in the fbx importer settings (am using Generate Lightmap UVs but the sub-options don't seem relevant to the issue).

Thanks in advance for any pointers / suggestions!

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